hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4
Perception 1d20 + 4 ⇒ (12) + 4 = 16 Leylyn knows exactly what to do in this situation... "Riders on the storm~ ♫ ♬ ♪..." Unless told to do something, Leylyn sings to get morale up, although she is not using bardic performance yet.
Elan PW6 || hp 44 | AC 19 | T 14 | FF 15 | CMD 21 | F +7 | R +7 | W +6 | Init +6 | Per +13 | pp 16 || A 40/40 | BA 20/20 | Focused
Thanadros walks over to Nuallia's body and nudges it with his foot a few times. "...That it?" Thanadros says looming over her body. "Let us search the room and go back to Sandpoint... These fools will not be harming innocents ever again!" Perception 1d20 + 9 ⇒ (13) + 9 = 22
hp 26 | AC 17 | T 12 | FF 15 | CMD 16 | F +3 | R +5 | W +3 | Init +4 | Per +4
Graverisen prereqs: die and be brought back at least twice For some reason this feat made me think of this.
I'm not much of a rogue player, so I don't have much to say on whether Rogue is a weak class or not, but somehow sneak attack got stuck in my mind, and I started to break down what it means to sneak attack. Basically your hitting a vital spot and it is the same type of damage as a critical hit. Critical hits are basically lucky strikes to vital spots. So a thought struck me. Why not rework sneak attack to work through critical hits? So here is my take on the rogue with a major re-haul to sneak attack. The class is exactly the same except for the following: Weapon Proficiency: Whip is added to the rogues list of weapon Proficiencies. Critical Training (Ex)
Sneak Attack and all of it's improvements are replaced by the following: Sneak Attack (Ex)
The rogue's attack is automatically a critical hit anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, nothing changes as the attack is already a critical. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Quick Critical (Ex)
Improved Sneak Attack (Ex)
At 9th level, a rogue adds the following conditions to the list of those that can be selected: Dazed, Entangled, Fatigued, Frightened, Staggered At 13th level, a rogue adds the following conditions to the list of those that can be selected: Poisoned, Shaken, Sickened At 17th level, a rogue adds the following conditions to the list of those that can be selected: Prone, Grappled, Dazzled. Rogue Critical (Ex)
Catch of Guard (Ex)
Greater Rogue Critical (Ex)
Greater Catch of Guard (Ex)
Rogue Talents
Possibly some talents that give bonuses to using rogue weapons as a group. Possibly a talent for adding a weapon into the rogue weapons list. two rules if this was used.
Anyway let me know what you all think. I have no idea if it is balanced, But I think the concept is pretty cool.
Assuming a group of four plays the stereotypical group (Fighter, Rogue, Cleric, Wizard)... Fighter
Rogue
Cleric
You have two characters that are basically already fully focused on dealing damage. Once a cleric has cast his own spells, and if he is not on damage control duty, he is attacking pretty good too. Why devote yourself to doing what two other participants are basically already doing well? (and is there main basic function) Of course not all partys fall into this group, but I find that more often then not you have a spellcaster, a healer, and two damage dealers. If your group is lacking in the damage dealing department, then obviously blasting becomes a much more optimal option. I guess long story short, depends on the group. ------------- When I play a wizard/sorcerer, I often try to play with a goal to prevent as much damage to the group as possible. Taking a sword to the gut HURTS. Sure Brutal Steve the Fighter has full plate, 70 hp, and is supposed to sop damage. That doesn't mean that I want to see him get hurt! If I'm in a situation where I can get a large group of enemies in a spell, and I am sure I can bring them down, a blast is fine by me. But more often then not that is not the case. Dealing a lot of damage to a group of enemies is good, but that will not stop the hoard from rushing and pin-cushioning my fighter, or far worse, getting to me! If I can entangle, ensnare, slow, trip, block or hinder the opponents, I do. If I can delay 3 out of 5 enemies, forcing my fighter to focus on only one or two at a time, then I trust my fighter to destroy them, and protect me. (It's his job, he's a Professional!) ---------------------------- Lets say you succeed on making blasting as powerful as possible, always killing all the enemies before battle even starts. That actually causes more problems then you think. Instantly ending a whole encounter before it starts increases the party's moral... at first. But eventually your taking the fight out of your fighter and your other party members. Pretty soon, the others are collecting their share of loot for doing mainly nothing. The fighter is slacking on training, busy flirting with wenches via text. The rogue is spending all his money on pesh and hallucinating about crafting mines on something called a laptop. And when was the last time the cleric prayed for a new list of spells? It seems like the only worship to the goddess of art he's been doing is repeatedly drawing in his sketch book. Finally it happens. You get into a fight where your blasting can't win. A bunch of constructs or will-o-wisps or something. Normally, you have other spells to rely on. but you've gotten cocky. You've got mainly nothing but blast spells prepared. It's all you've needed in the past! No worries, your group can handle it! But wait, after not having to do anything, your fighter has gotten fat and lazy and your rogue has since specialized in skills and out of combat things. All the cleric has prepared is divination and out of combat spells. he even sold his armor for a circlet of persuasion. when did he do that? the party is killed, and the unstoppable monsters are coming for you! You try your wand of web or something, but the save is too low, frigg'n wands! Your dead, or for the first time your casting that get of of jail free spell that whisks you away from harm. TPK. (this is a total dramatization, and was really fun to type...) ------------------- As the wizard, your party is your best tools. Know their strengths, cover their weaknesses. Edit: AS a side note, I usually like to invest in wands for blasting, and essentially use them like a weapon. Sure it's not as powerful as preparing a spell, but it frees up spells slots, and if there there is one thing blasting is good for imho, its spamming.
Jason Rice wrote:
You must not have seen the new Elfsport (tm) Handy Haversacks. With many different styles your sure to find one for any of your fashionable adventuring needs!
I was thinking about making a new set of races, each having a different elemental affinity to either earth, water, wind or air, but now I am thinking of doing this through traits. I was wondering if anyone had any good ideas for traits based on one of the four elements. Few Ideas I have had so far: Elemental Explosion: You have an explosive control over your element when wielding it in combat. Whenever using and ability or item that deals damage of your element, you deal 1 extra point of damage of your elemental type. Elemental Resistance: You have an inherited ability to resist your chosen element. You gain energy resistance 1 against your chosen element’s energy. This stacks with any other elemental resistances gained. Elemental Ward: You have an inherited ability to protect yourself from your chosen element. You gain a +4 trait bonus to fortitude saving throws when being in natural conditions of your element (such as extreme heat for fire) and a +1 trait bonus on all saving throws against fire effects. In Your Natural Element (Water): You learned to swim right after you learned to walk. You gain a +1 trait bonus on melee damage rolls while under water a +1 trait bonus on Swim checks. Swim is always a class skill for you. As I think of more I will post them, if anyone has any good ideas, let me know. Edit: added "In Your Natural Element (Water)" |
